Mac Linehan
Posts: 1484
Joined: 12/19/2004 From: Denver Colorado Status: offline
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Gents - Good advice in this (and other) threads. I was fortunate enough to have two weeks off for Christmas Break; and spent a good portion of that time reading and studying the rules with the map on screen as a reference. Time, I now realize, that was well spent. While the Auto Air Directive function is useful as a start point, it did not take long (as my comprehension of the rules increased) for me to realize that manually setting up the AD's was the way to go. With so many variables involved, it is far better (at least in my style of play) to set up each AD with careful attention to detail - and get more bang for the buck. I am still very much a novice who spends far more time rereading the rules and forum threads than actually playing. Although a turn goes slowly, it is beginning to pay off as the intricacies and interrelationships of the various game functions and mechanics become clearer. As per advice in this thread, I have been playing the "Breakout and Pursuit" scenario as the Allies. Have only done the first two turns - starting over three times; but learned much and my confidence is rapidly growing. My current game has seen the concentrated use of (well escorted) airpower to hammer the German Paratroopers in Coutances and the hex to it's immediate left; including repeated, very focused (same two hexes) recon supported by an Air Superiority Mission covering a wider area. Allied losses were significantly lower than the Luftwaffe; a far better exchange rate than my original auto AD game. Land combat (with high odds - to lower casualties) resulted in the retreat of the battered German forces in Coutances; with acceptable losses to the Allied forces. I then rotated the assault units back to depots in the rear and placed them in refit mode. Next turn I will again repeat the procedure but with a wider area of interdiction to restrict German movement. All this for a 10 mile gain against an experienced foe in excellent defensive (Bocage = double dense) terrain while keeping my losses down; but that is what it takes when fighting in difficult Norman terrain. None of this is news to the old hands; the point is that applying the Allied strength (air power), and attention to detail when planning air and land combat gets results- as mentioned by several experienced posters in this and other threads. It's almost midnight; but have just finished rereading (again) the supply section of the rules - and I think I am finally starting to truly understand how it all works. For every action or game mechanic in the rules, there is so much more involved than meets the eye. War in the West is a very deep and complicated game; a thorough understanding of the rules followed by hours of game play (I am not there yet) will enable a player to get the most rewarding experience out of the game. As with War in the Pacific, Admiral's Edition (which I play each weekend), WitW rewards intelligent game play based on a knowledge of the rules and game mechanics. This is no disparagement on those who choose to dive right in - there is much to be said for that approach. My take is that if 2by3 has put their heart and soul into creating the deepest and most comprehensive game system that recreates the War in the West and the East, with more to follow; then the onus us upon me to learn the system well and optimize gameplay. Or, at least, that's the plan. My sincere respect to 2by3 Games and all of the play testers and support folks who helped put War in the West together and out the door. WitW is an outstanding game that accurately reflects the common and unique challenges faced by both sides in Europe - be it establishing a beach head and supplying armies on an invasion beach head on distant shores; or holding the line in Occupied Europe, while moving limited reinforcements and assets that are subject to continual air interdiction. Not to mention defending the Reich's productive capability against an intensive, non stop destructive aerial bombardment. It was most helpful in that I recently read Rick Atkinson's "Liberation Trilogy" which covers (in great detail) the US Army's campaign from North Africa to D-Day and beyond. I did not realize the extreme difficulty and intensity of the Italian campaign- with the commensurate high cost in casualties and matériel to both sides, due to a tenacious enemy in exceptionally rugged, prime defensive terrain. I would respectfully submit that this outstanding work is a must read for all who plan to learn and play WitW. Well, it is after midnight, and my brain is fried (that is to say, more than usual...<grin>, it is time to sign off. Many thanks for this awesome game and the excellent, immediate help offered by the members of this forum. Mac
< Message edited by Mac Linehan -- 1/19/2015 8:19:32 PM >
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